#version 150 core

//uniform sampler2D texture_diffuse;

uniform vec4 lightVector;
uniform vec4 lightVector2 = normalize(vec4(0,-1,0, 1));

in vec4 pass_Color;
in vec4 pass_Normal;
in vec2 pass_TextureCoord;

out vec4 out_Color;

void main(void) {
    // Override out_Color with our texture pixel
    float intensity = 1.0 * dot(normalize(pass_Normal), lightVector);
    if (intensity < 0.1) {
      intensity = 0.1;
    }
    if (intensity > 1.0) {
      intensity = 1.0;
    } 
    out_Color = intensity * pass_Color;
}  
